{"id":72,"date":"2009-01-06T22:05:57","date_gmt":"2009-01-07T04:05:57","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=72"},"modified":"2014-06-30T12:39:45","modified_gmt":"2014-06-30T18:39:45","slug":"this-that-and-the-other","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/this-that-and-the-other\/","title":{"rendered":"This, That, and the Other"},"content":{"rendered":"<p>Time to clear the collection of links and tidbits.<\/p>\n<p>First, two new graphics books have come to my attention: <a href=\"http:\/\/www.amazon.com\/Essentials-Interactive-Computer-Graphics-Kelvin\/dp\/1568812574?tag=realtimerenderin\"><em>Essentials of Interactive Computer Graphics<\/em><\/a>\u00a0and\u00a0<a href=\"http:\/\/www.amazon.com\/Computer-Facial-Animation-Frederic-Parke\/dp\/1568814488?tag=realtimerenderin\"><em>Computer Facial Animation, Second Edition<\/em><\/a>. The first is an introductory textbook for teaching, well, just that. <em>Real-Time Rendering<\/em>\u00a0was never meant as an introduction to the field of interactive graphics, we&#8217;ve always seen it as the book to hit after you know the basics. The <em>Essentials <\/em>book is squarely focused on these basics, and is more event-oriented and application-driven: GUIs and MFC, instancing and scene graphs, the transformation pipeline. It&#8217;s truly aimed at computer graphics in general, not 3D lit scenes. Shading is barely mentioned, for example. The book comes with a CD of software libraries developed in the latter half of the book. See the <a href=\"http:\/\/depts.washington.edu\/cmmr\/biga\/\">book&#8217;s website<\/a> for much more information and supplemental materials (e.g. Powerpoint slidesets for teaching from the book!).<\/p>\n<p><em>Computer Facial Animation<\/em>\u00a0is an area I know little about. Which makes this book intriguing to page through -how much there is to know! The first few chapters are dedicated to anatomy and early ways of recording facial expressions. The rest covers all sorts of areas: speech synchronization, hair modeling, face tracking, muscle simulation, skin textures, even photographic lighting techniques. This is one I&#8217;ll leave on my desk and hope to pick up at lunch now and again (along with those other books on my desk that beg to be read, like <a href=\"http:\/\/www.amazon.com\/Color-Imaging-Fundamentals-Erik-Reinhard\/dp\/1568813449?tag=realtimerenderin\">Color Imaging<\/a>\u00a0&#8211; I need more lunches).<\/p>\n<p>Which reminds me of this nice talk by Kevin Bjorke: <a href=\"http:\/\/developer.nvidia.com\/object\/nvision08-bwotf.html\">Beautiful Women of the Future<\/a>. The first half is more aesthetic with some interesting fact nuggets, the last half is a worthwhile overview of interactive skin and hair rendering techniques.<\/p>\n<p>It&#8217;s worth noting that there are many computer graphics books excerpted on <a href=\"http:\/\/books.google.com\/\">Google Books<\/a>. Our <a href=\"http:\/\/www.realtimerendering.com\/portal.html\">portal page<\/a>, item #6, lists a few good ones.<\/p>\n<p><em>Game Developer Magazine&#8217;s<\/em> <a href=\"http:\/\/www.gamedev.net\/community\/forums\/topic.asp?topic_id=519871\">Front-Line Award Winners<\/a> have been announced. Our book was nominated, but to be honest I&#8217;m not terribly upset it didn&#8217;t win (our second edition won it before); instead, a new book on (video)game design got the honors in the book category, <a href=\"http:\/\/www.amazon.com\/Art-Game-Design-book-lenses\/dp\/0123694965?tag=realtimerenderin\">The Art of Game Design<\/a>. The rest of the award winners are (almost) no doubt deserving, but the winner list provides little new information. It&#8217;s the usual suspects: Photoshop CS3, Havok, Torque, Visual Studio 2008 (really? I&#8217;d go with <a href=\"http:\/\/www.wholetomato.com\/\">Visual Assist X<\/a>, which adds a bunch of useful bits to VS 2008 to make it more usable). I haven&#8217;t seen the Game Developer article itself, which should be more interesting to see the list of runner-ups.<\/p>\n<p><em>Update<\/em>: it&#8217;s a day later, and the Front Line awards article is <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/3898\/game_developers_front_line_awards_.php?page=1\">available online<\/a>. Good deal!<\/p>\n<p>I just noticed that Jeremy Birn has been having <a href=\"http:\/\/3drender.com\/challenges\/index.htm\">lighting contests for synthetic scenes<\/a>. Meant more for the mental ray users of the world, I like it just because there are some nice models to load up in my test applications.<\/p>\n<p>We mentioned SIGGRAPH Asia before; see the papers collection <a href=\"http:\/\/kesen.huang.googlepages.com\/siga2008Papers.htm\">here<\/a> and some GPU-specific presentations <a href=\"http:\/\/www.geeks3d.com\/?p=2577\">here<\/a>.<\/p>\n<p>A fair bit going on in the blogosphere:<\/p>\n<ul>\n<li>Christer Ericson has an article on <a href=\"http:\/\/realtimecollisiondetection.net\/blog\/?p=91\">optimizing particle system display<\/a>. I hadn&#8217;t considered some of these techniques before.<\/li>\n<li>Bill Mill has a worthwhile rant <a href=\"http:\/\/billmill.org\/why_no_code\">on publishing code along with research results<\/a>. This often isn&#8217;t done, because there&#8217;s little benefit to the author. Some researchers will do it anyway, for various reasons (altruism, fame, etc.), but I wish the research system was structured to require such code. It&#8217;s certainly encouraged for the <a href=\"http:\/\/jgt.akpeters.com\/\">journal of graphics tools<\/a>, for example, but even then the frequency is not that high.<\/li>\n<li>Wolfgang Engel has lots of posts about programming for the iPhone &amp; Touch; I was more interested in his comments about <a href=\"http:\/\/diaryofagraphicsprogrammer.blogspot.com\/2008\/12\/cached-shadow-maps.html\">caching shadow maps<\/a>.<\/li>\n<\/ul>\n<p>Everyone should know about the <a href=\"http:\/\/store.steampowered.com\/hwsurvey\/\">Steam Hardware Survey<\/a>. The cool thing is that they recently started adding a history for some stats and, dare I dream it?, pie charts to the site. Much easier to grok at a glance.<\/p>\n<p>Tutorials galore:<\/p>\n<ul>\n<li><a href=\"http:\/\/www.spheregames.com\/index.php?p=templates\/pages\/tutorials\">SphereGames<\/a> has some basic tutorials on LUA, texture management, skydomes and heightmap rendering.<\/li>\n<li>Ziggyware has XNA tutorials on <a href=\"http:\/\/www.ziggyware.com\/readarticle.php?article_id=223\">point sprites<\/a>, <a href=\"http:\/\/www.ziggyware.com\/readarticle.php?article_id=220\">clipmaps<\/a>, <a href=\"http:\/\/www.ziggyware.com\/readarticle.php?article_id=226\">HDR<\/a>, <a href=\"http:\/\/www.ziggyware.com\/readarticle.php?article_id=228\">Photoshop blend modes in HLSL<\/a>, and <a href=\"http:\/\/www.ziggyware.com\/readarticle.php?article_id=221\">multithreading<\/a>, to name a few.<\/li>\n<li>Gamedev.net has tutorials on <a href=\"http:\/\/www.gamedev.net\/reference\/programming\/features\/dynamic3Dsg\/\">dynamic scene graphs<\/a>\u00a0and on <a href=\"http:\/\/www.gamedev.net\/reference\/programming\/features\/xnaVertexElement\/\">XNA vertex element systems<\/a>.<\/li>\n<li>Microsoft describes <a href=\"http:\/\/www.microsoft.com\/downloads\/details.aspx?FamilyId=32906B12-2021-4502-9D7E-AAD82C00D1AD&amp;displaylang=en\">Shader Model 5.0<\/a>. I&#8217;ve heard rumblings that the extra baggage for materials vs. lights may not be all that relevant for game developers. As a CAD developer, I look forward to it (in a decade or so, when all our applications users have moved to SM 5.0).<\/li>\n<\/ul>\n<p>Need a huge (or medium, or small), free texture of the whole earth? <a href=\"http:\/\/www.unearthedoutdoors.net\/global_data\/true_marble\/download\">Go here<\/a>.<\/p>\n<p>Google&#8217;s knol project collects short articles on various topics. Here&#8217;s a reasonable sample: <a href=\"http:\/\/knol.google.com\/k\/awais-zia\/history-of-vision-science\/34ovve4otnay1\/4#\">a short history of theories of vision<\/a>. To be honest, though, the site overall seems a bit of <a href=\"http:\/\/knol.google.com\/k\/quick-mirada\/the-history-of-the-general-lee-dodge\/262x5l9dzrxcp\/2#\">a<\/a> <a href=\"http:\/\/knol.google.com\/k\/sally-brompton\/astrology\/i8mu3fa6ki56\/6#\">dumping<\/a> <a href=\"http:\/\/knol.google.com\/k\/anonymous\/vedanta\/2c1lnngvk9wqt\/2#\">ground<\/a>. This sort of lameness is proof why editorial supervision (either a single person or a wiki community) is a good thing.<\/p>\n<p>DirectX 10 corrects a long-standing &#8220;feature&#8221; of previous versions of DirectX: the half-pixel offset. OpenGL&#8217;s always had it right (and there really is a right answer, as far as I&#8217;m concerned). I was happy to find this <a href=\"http:\/\/msdn.microsoft.com\/en-us\/library\/bb219690(VS.85).aspx\">full explanation of the DirectX 9 problem<\/a> on Microsoft&#8217;s website.<\/p>\n<p>Our book had a little review in the February 2009 issue of <a href=\"http:\/\/www.gamesradar.com\/pc\">PC-Gamer<\/a>,\u00a0by Logan Decker, executive editor, on page 80. I liked the first sentence: &#8220;I don&#8217;t know why I didn&#8217;t immediately set fire to this reference for graphics professionals the moment I saw all the equations. But I actually read it, and if you skip the math bits as I did, you&#8217;ll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping&#8212;as well as a new respect for the incredible craftsmanship that goes into today&#8217;s PC games.&#8221;<\/p>\n<p>This one&#8217;s made the rounds, but just in case: the<a href=\"http:\/\/rogeralsing.com\/2008\/12\/07\/genetic-programming-evolution-of-mona-lisa\/\"> Mona Lisa with 50 semi-transparent polygons<\/a>, evolved (sort-of). Here&#8217;s a little <a href=\"http:\/\/blog.makezine.com\/archive\/2008\/12\/structure_synth_generated.html?CMP=OTC-0D6B48984890\">eye<\/a> <a href=\"http:\/\/flickr.com\/groups\/structuresynth\/\">candy<\/a> (two links). Plus, <a href=\"http:\/\/www.360cities.net\/\">panoramas galore<\/a>.<\/p>\n<p>Finally, <a href=\"http:\/\/news.yahoo.com\/s\/afp\/20081211\/sc_afp\/sciencejapanbrainoffbeat_081211052641\">guard your dreams<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Time to clear the collection of links and tidbits. First, two new graphics books have come to my attention: Essentials of Interactive Computer Graphics\u00a0and\u00a0Computer Facial Animation, Second Edition. The first is an introductory textbook for teaching, well, just that. Real-Time Rendering\u00a0was never meant as an introduction to the field of interactive graphics, we&#8217;ve always seen [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[590,90,127,45],"class_list":["post-72","post","type-post","status-publish","format-standard","hentry","category-resources","tag-book","tag-facial-animation","tag-mona-lisa","tag-xna"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/72","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=72"}],"version-history":[{"count":1,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/72\/revisions"}],"predecessor-version":[{"id":3802,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/72\/revisions\/3802"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=72"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=72"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=72"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}